I find it interesting how many people say that Trespasser is the best of the 3 story DLCs. Interesting because Trespasser is less like vanilla DAI with more emphasis on narrative/cutscenes/characters while JoH and Descent was more lore/exploration focused...like the main game.
So it is safe to assume that people preferred the narrative/cutscene approach instead of the lore/exploration approach that plagued the main game.
Prefer it? Yes. But I never hated DAI (main game)'s approach - I only disliked how far they went with it.
Cut the zones by a couple/few, tighten up the presentation of the ones that exist more, tie them into the main story more, opt for compelling cutscenes over filling a map with 'stuff', have 1-2 more main quests, a more choice-reflective ending, etc, and I'm good.
But the approach itself I am mostly A-OK with.
I like open zones. I like seeking out lore bits myself. I like seeking a feeling of 'completion' of areas. My only big problem with Bioware for DAI is that they seemed to decide to do that stuff over what I preferred and loved more about their games. They had to have realized internally that their open world was rather dead, and their lore bits were often completely filler notes to put in the dead map.
If DA4 has still relatively more open areas, at times, than DAO and DA2 ever did, I have no problem with that. Just please don't go as big as DAI, or especially bigger, unless you KNOW you can and will fill it with important narrative. Frankly, Bioware, almost all of us give almost zero damns about collecting bottles and shards and notes and generic-mc-generic quests.
And if they were going for Skyrim bucks they had to have realized that 1/2 or more of that was not the game itself but the extensive tools to modify. EA seems super shy from letting that kind of thing happen, or at least setting their own resources towards it, so 'open world' like Skyrim shouldn't even be a consideration as well. Some of DAI definitely looked like a corporately defined checklist instead of smart game design. Not that there wasn't smart game design in it, but it looked like it strugged with stuff it could have done without.
And bring back healing. Doesn't need to be spammy at all, but jeez.